Allow Respec Anywhere 1.2.3

Improved Combat Text v2 1.5.10

Description
I just fixed OoDChecker. Mod cuttectly worked on newest game versions.

Original Improved Combat Text mod by Codefly

This addon replaces ToME's floating combat text:
- Shows the damage type (lightning, etc.) as icons or text!
- Text moves in a consistent direction and should be much easier to read than ToME's default for a variety of reasons.
- Can group damage for an entire player turn, or by every action taken - choose how much information you want to see!
- Various font sizes to choose from
- Various font coloring options (color by major damage type, use the default red / green, etc.)
- Text duration can be changed to fit your play style.
Icon credit for this addon goes to Lorc.

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0

This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
This pack makes size categories VISIBLY apparant. To be clearer-- A "Tiny" ant will now look SIGNIFICANTLY smaller than, say... A "Big" bear.
Background: I know-- It's so obvious, right?? For the longest time, I've wanted to make this add-on-- But it was only now that I could confirm its stability.
Stability: Very High

Turn Separators v2 1.5.10

Description
This is my improved version of Turn Separators mod. writed by David Forrester (aka codefly). It's still add separators -> "--------"
"Have you ever noticed that the newlines in ToME's battle log don't always correspond to where you took your turn? This addon places "--------" turn separator lines at the exact points you made a move so that you can easily tell what has taken place since your last move, and what text corresponds to the turn before that"

I just fixed OoDChecker. This was good idea with update mod in a time, but ...

Original Turn Separators mod by Codefly

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Possessor Bonus Class 1.5.4

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Faster Run/Rest/Explore 1.0.6

Important: this addon will have no effect if left unconfigured! Please read the description!

Recommended settings:

hit escape -> video options

Requested FPS: 30

Resting divider: 10

Running divider: 5

Description:

Enables faster run/resting by use of FPS dividers.

These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers.

Just be careful when resting on an escort mission...

Changelog:

Nekarcos's Quality of Life 01: Effect Display 1.4.8

This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
This pack adds particles to certain effect types (such as "dizzy stars" for stuns and confusions, or green bubbles for poisons).
Background: It is otherwise difficult to tell if or when certain effects procced or not, and it is also kind of obnoxious having to check each and every enemy for whether they're affected by something or not.

Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0

This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed.

In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled.

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 614% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 17.4Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (91% of a turn)Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 70% weapon damage.
If you failed to move the damage is instead 35%.

Fearless Cleave

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 32.7Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (91% of a turn)Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns

Death Dance

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 27.3Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (91% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)

Execution

0/5

Wild-gift / Storm drake aspect

1.30

Effective talent level: 2.6Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You transform into pure lightning, moving 595% faster for 3 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 23%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%.

Lightning Speed

2/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Generate an electrical field around you in a radius of 0. Any creature caught inside will lose up to 4.2% of its current life (2.8% if the target is Elite or Rare, 2.1% if the target is a Unique or Boss, and 1.7% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 11.49 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%.

Static Field

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 14Range: melee/personalCooldown: 15Travel Speed: 400% of baseUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 7.38 lightning damage.
When it reaches its target, it explodes in a radius of 0 for 13.40 lightning damage and 13.40 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 1 turns. The blast will ignore the talent user.
The tornado will last for 1 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%.

Tornado

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe lightning in a frontal cone of radius 2. Any target caught in the area will take 9.11 to 27.33 lightning damage, and have a 22% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%.

Lightning Breath

0/5

Wild-gift / Fire drake aspect

1.30

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You summon a powerful gust of wind, knocking back your foes within a radius of 6 up to 3 tiles away and damaging them for 161% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%.

Wing Buffet

4/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 8Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 0.
The sound wave is so strong, your foes also take 16.25 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%.

Bellowing Roar

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 6Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Spit a cloud of flames, doing 4.04 fire damage in a radius of 0 each turn for 2 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%.

Devouring Flame

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe fire in a frontal cone of radius 2. Any target caught in the area will take 26.58 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.

Fire Breath

0/5

Wild-gift / Cold drake aspect

1.30

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 233% weapon damage as Ice damage in a cone of 3. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Claw

4/5

Effective talent level: 1.3Use mode: SustainedSustain equilibrium cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 3% and your Armour by 9.
You also deal 21.39 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower.

Icy Skin

1/5

Effective talent level: 3.9Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 17Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Summons an icy wall of 5 length for 7 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 8.64 damage for each ice wall within radius 1 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Wall

3/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe ice in a frontal cone of radius 2. Any target caught in the area will take 20.90 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Breath

0/5

Wild-gift / Sand drake aspect

1.30

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 4Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Attack the target for 252% Nature weapon damage.
If the attack brings your target below 25% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 10%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Swallow

4/5

Effective talent level: 2.6Use mode: ActivatedEquilibrium cost: 4Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You slam the ground, shaking the area around you in a radius of 3.
Creatures caught by the quake will be damaged for 188% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Quake

2/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 15Range: 10Cooldown: 32Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Allows you to burrow into earthen walls for 3 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Burrow

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe sand in a frontal cone of radius 2. Any target caught in the area will take 20.13 physical damage, and will be blinded for 2 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Sand Breath

0/5

Technique / Shield offense

1.10

Effective talent level: 0.0Use mode: ActivatedStamina cost: 8.7Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (91% of a turn)Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 1 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 0 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 0.
Increases the crit chance of counterstrikes by 10%. This increase scales with your Dexterity.

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 202% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 186.04 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 10%.

Prismatic Slash

4/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe crippling poison in a frontal cone of radius 2. Any target caught in the area will take 6.60 nature damage each turn for 6 turns.
The poison also gives enemies a 7% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%.

Venomous Breath

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have the mental prowess of a Wyrm.
Your Cunning is increased by 0, and your breath attack cooldowns are reduced by -9.
You gain 3% knockback resistance, and your blindness and stun resistances are increased by 2%.

Wyrmic Guile

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 0.0% and all damage you deal with them is increased by 0.0% with 0.8% resistance penetration.

Chromatic Fury

0/5

Wild-gift / Venom drake aspect

1.30

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 3Range: 8Cooldown: 6Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Spray forth a glob of acidic moisture at your enemy.
The target will take 244.26 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%.

Acidic Spray

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Exhale a mist of lingering acid, dealing 29.95 acid damage that can critical in a radius of 2 each turn for 7 turns.
Enemies in this mist will be corroded for 2 turns, lowering their Accuracy, their Armour and their Defense by 7.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%.

Corrosive Mist

1/5

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 61% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%.

Dissolve

4/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe acid in a frontal cone of radius 2. Any target caught in the area will take 22.97 acid damage.
Enemies caught in the acid have a 22% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%.

Corrosive Breath

0/5

Generic Talents

Wild-gift / Call of the wild

1.20

Effective talent level: 1.2Use mode: SustainedRange: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, you regenerate 7 equilibrium per turn, your Mental Save is increased by 20, and your healing factor increases by 16%.
Your deep meditation does not, however, let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that lets you regenerate 0.50 equilibrium per turn.
The effects will increase with your Mindpower.

Meditation

1/5

Effective talent level: 2.4Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 313 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

2/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 4.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 2.

Effective talent level: 1.1Use mode: PassiveDescription: Improve your fungus to allow it to take a part of any healing you receive and improve it.
Each time you are healed, you get a regeneration effect for 6 turns that heals you for 45% of the direct heal you received.
The effect will increase with your Mindpower.

Fungal Growth

1/5

Effective talent level: 1.1Use mode: PassiveDescription: Your fungus can reach into the primordial ages of the world, granting you ancient instincts.
Each time a regeneration effect is used on you, you gain 69% of a turn.
Also, regeneration effects on you will decrease your equilibrium by 1.1 each turn.
The turn gain increases with your Mindpower.

Ancestral Life

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 22Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: A wave of energy passes through your fungus, making it release immediate healing energies on you, healing you for 500% of your current life regeneration rate.

Sudden Growth

0/5

Wild-gift / Mindstar mastery

1.30

Effective talent level: 6.5Use mode: SustainedSustain equilibrium cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.90, their armour penetration by 1.95 and mindpower, willpower and cunning by 1.90.
Also increases Physical Power by 65 and increases weapon damage by 57% when using mindstars.

Psiblades

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 18% and dealing 14.90 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Thorn Grab

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 20.81 per turn (cumulative).
All allies hit will be covered in leaves, granting them 21% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Leaves Tide

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You hit a foe with your mainhand psiblade doing 326% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 172. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Nature's Equilibrium

1/5

Race / Halfling

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the luck and cunning of the Little Folk to increase your critical strike chance by 37% and your saves by 37 for 5 turns.
The bonus will increase with your Cunning.

Luck of the Little Folk

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Your incredible luck kicks in at just the right moment to save your skin.
Whenever you take 14% or more of your life from a single attack, you gain Evasion (50%) and 4 additional defense (based on your luck and other defensive stats) for the next 2 turns.

Duck and Dodge

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Halflings have always been a very organised and methodical race; the more foes they face, the more organised they are.
If two or more foes are in sight your Physical Power, Physical Save, Spellpower, Spell Save, Mental Save, and Mindpower are increased by 1.5 per foe (up to 5 foes).

Militant Mind

1/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.

Indomitable

1/5

Wild-gift / Antimagic

1.00

Effective talent level: 4.0Use mode: PassiveDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 27% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 1.61 each hit.
At level 5 you absorb even if Antimagic Shield is active.
The effects will increase with your Mindpower or Physical power (whichever is greater).

Resolve

4/5

Effective talent level: 1.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 3 turns all those affected in a radius of 5, including the user.
For each creature affected your equilibrium is reduced by 5 (up to 5 times).
The silence chance will increase with your Mindpower or Physical power (whichever is greater).

Aura of Silence

1/5

Effective talent level: 1.0Use mode: SustainedSustain equilibrium cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 40 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing 22.02 manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

1/5

Effective talent level: 1.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 194 mana, 97 vim, 48 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
In addition, for 4 turns all your attacks also do 15% manaburn damage.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Mana Clash

1/5

Wild-gift / Harmony

1.10

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 4 turns, all poisons and diseases will heal you instead of damaging you.
When activated, it also heals you for 4 life for each disease or poison you have.
The healing per disease/poison will increase with your Willpower.

Waters of Life

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for 6 turns. This can only happen every 6 turns.
Fire: +7% global speed
Cold: +3 Armour
Lightning: +0 to all stats
Acid: +5.00 life regen
Nature: +5% to all resists

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 24Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: A wave of natural energies flow around you in a radius of 0. All creatures in the area will be affected by the Healing Nexus effect for 2 turns.
On you, this effect causes each heal received to restore 5 equilibrium and be 123% effective.
On other creatures, all healing is intercepted and redirected to you at 23% efficiency.
Only direct healing (not normal regeneration) is affected.

Effective talent level: 3.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 6, Armour hardiness by 37%, and reduces the chance melee or ranged attacks critically hit you by 9% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effects

The more you use infusions, the longer they will take to recharge (+3 cooldowns).

Infusion Saturation

beneficial effect

A flow of life spins around the target, regenerating 20.37 life per turn.

Regeneration

beneficial effect

You gain 27% resistance against lightning.

Resolve

beneficial effect

All damage you do also trigget a manaburn for 15% of the damage done.

Mana Clash

beneficial effect

The target has 50% chance to evade melee and ranged attacks and gains 4 defense.

Evasion

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

You failed to protect the injured seer from death by Gille the giant red ant.

Escort: injured seer (level 4 of Old Forest)

failed

You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.
As a reward you improved talent Psiblades (+1 level(s)).

Escort: lone alchemist (level 1 of Old Forest)

done

You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.
As a reward you improved talent Psiblades (+1 level(s)).

Escort: lone alchemist (level 3 of Trollmire)

done

You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest.
As a reward you improved talent Conversion (+1 level(s)).

Escort: lost anorithil (level 3 of Old Forest)

done

You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul.
As a reward you improved talent Mind Sear (+1 level(s)).

Escort: worried loremaster (level 1 of Ruins of Kor'Pul)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You have explored the Sandworm Lair and vanquished their Queen.* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.'
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull.

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
5 lumberjacks have died.

The beast within

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 383 life over 5 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 11% for 5 turns.

Also removes cross-tier effects of the affected types for free.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 19% for 5 turns.

Also removes cross-tier effects of the affected types for free.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 484% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 23Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 484% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 435% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

movement infusion of the warrior (435% speed; 6 turns)

This item will automatically be transmogrified when you leave the level.movement infusion of the wizard (342% speed; 6 turns)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 2

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 342% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.Press to compare to your current inscriptions

movement infusion of the wizard (342% speed; 6 turns)

This item will automatically be transmogrified when you leave the level.manasurge rune of the titan (672% regen over 10 turns; 34 instant mana)
Powered by arcane forces0.10 Encumbrance.

Type: scroll / rune ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% for 10 turns and instantly restoring 34 mana.
Also when resting your mana will regenerate at 0.5 per turn.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

This item will automatically be transmogrified when you leave the level.phase door rune (range 8; power 25; dur 4)
Powered by arcane forces0.10 Encumbrance.

Type: scroll / rune ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 8.
Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

phase door rune (range 8; power 25; dur 4)

This item will automatically be transmogrified when you leave the level.heat beam rune (98 fire damage)
Powered by arcane forces0.10 Encumbrance.

Type: scroll / rune ; tier 2

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of heat, doing 98.00 fire damage over 5 turns
The intensity of the heat will also remove one random detrimental physical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

heat beam rune (98 fire damage)

This item will automatically be transmogrified when you leave the level.shielding rune of the psychic (absorb 361 for 3 turns)
Powered by arcane forces0.10 Encumbrance.

Type: scroll / rune ; tier 2

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 361 damage for 3 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you.
Is this temptation a weak will on your part, or some domination from the artifact itself...?

Aletta's Diadem (0 def, 0 armour)

This item will automatically be transmogrified when you leave the level.Glintsever the dwarven-steel helm (0 def, 4 armour)
Requires:- Talent Heavy Armour Training

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

The Right thing to do (Insane (Roguelike) difficulty)Did the righteous thing in the ring of blood and disposed of the Blood Master.
By Hippa the Free the Halfling Wyrmic level 1911st Haze 122nd year of Ascendancy at 03:02see stats

The secret city (Insane (Roguelike) difficulty)Discovered the truth about mages.
By Hippa the Free the Halfling Wyrmic level 86th Flare 122nd year of Ascendancy at 21:33see stats

Thralless (Insane (Roguelike) difficulty)Freed at least 30 enthralled slaves in the slavers' compound.
By Hippa the Free the Halfling Wyrmic level 1910th Haze 122nd year of Ascendancy at 11:14see stats